XCOM 2
[WOTC] Proficiency Class Plugin: Skirmisher
 This topic has been pinned, so it's probably important
shiremct  [developer] 6 Feb, 2020 @ 9:31pm
Skirmisher Abilities and Details
Skirmisher
The Skirmishers are highly mobile shock troops, who buildup momentum in a fire-fight and benefit from aggressively pressing their advantage.

Abilities are split up into three thematic groupings:
  • Enforcer - Push your way through the enemy and make your presence known. Woe to those who stand in your way.
  • Stryker - Eliminate the enemy with rapid, tactical positioning and focused, decisive strikes.
  • Punisher - Rip through the enemy, striking fear in their hearts with brutal, unbridled aggression.

Loadout
  • Bullpup
  • Ripjack

Class Stats and Abilities
Skirmisher progression (with core Proficiency classes for comparison):
Class Health Aim Will Dodge Hack Assault Infantry 6 15 5 0 10 Field Medic 5 10 15 10 10 Marine 5 15 5 0 10 Marksman 4 25 5 0 10 Sapper 6 10 10 10 10 Tech. Specialist 4 15 5 0 80 - - - - - - - - - - - - - - - Reaper 4 25 5 0 50 Skirmisher 5 15 10 10 10 Templar 6 10 10 10 10
Skirmisher Ability Tree:
Level Enforcer Stryker Punisher 1 Heatsink Marauder Ripjack Strike 2 Adaptive Alloy Plating Skirmisher Intimidate 3 Reinforced Cabling Reflex Fire and Fury 4 Heavy Hardpoints Explosive Action Remote Start 5 Untouchable Close Combat Specialist Retribution 6 Thermal Regulators Superheated Blades Rip and Tear 7 Combat Presence Hit and Run Ruthless

Squaddie [Rank 1] and Proficiency-Granted Skills

Heatsink (Class Proficiency Skill) - The Skirmisher routes Heat from their Bullpup into their Ripjack, increasing the potency of their melee strikes; and gain access to more grapple and pull abilities with experience: Higher Heat levels (Focus mechanic) grant bonuses to Ripjack Critical Hit Chance and Damage. See the pic on the main page for the breakdown of which effects are granted at which proficiency level/rank.

Marauder - Standard Bullpup attacks no longer end the turn. Many of the Skirmisher's special attacks also apply (Flush'em Out and Remote Start).

Ripjack Strike - Basic melee ability for the Ripjack akin to the Ranger's Sword Slice ability. Is NOT like Reckoning.

Integrated Grapple - Gain a grapple ability built into the Skirmisher's armor.

Corporal [Rank 2]

Adaptive Alloy Plating - Gain one point of regenerating armor (if armor = 0, regenerate back to 1 armor at the beginning of your turn).

Skirmisher - Gain +2 Mobility and +2.5% chance per tile moved (up to 25% max) to turn a received standard hit into a graze.

Intimidate - All ADVENT troops within 8 tiles of the Skirmisher suffer -15 Aim and -3 Mobility and have a 40% chance to panic when the Skirmisher delivers a Critical Hit from their Ripjack.

Sergeant [Rank 3]

Reinforce Cabling - Removes the shared cooldown on grapple and pull abilities (Grapple, Justice, & Wrath) and reduces their individual cooldowns by 1 turn.

Reflex - Once per turn, if attacked, gain an extra movement-only action at the beginning of your next turn.

Fire and Fury - Gain +1 Mobility for every 3 levels of Heat. Increases the maximum amount of Heat that can be stored by +1 (to 9 total).

Lieutenant [Rank 4]

Heavy Hardpoints - Gain a grenade pocket and the ability to equip a Heavy Weapon on the Skirmisher's armor.

Explosive Action - Activate to gain an extra action this turn, but lose one action next turn. Free action, 4 turn cooldown.

Remote Start - Fire at and detonate an explosive destructible object on the map. The radius of the resulting explosion will be twice as large, but will not deal bonus damage.

Captain [Rank 5]

Untouchable - If the Skirmisher secured a kill last turn, the first attack against them will be ignored.

Close Combat Specialist - Automatically take reaction shots against any enemy that moves or attacks within 6 tiles. Doesn't stack with Retribution (only 1 attack per target per turn).

Retribution - Automatically take a Ripjack Strike reaction attack against any enemy that moves or attacks within melee range. Doesn't stack with Close Combat Specialist (only 1 attack per target per turn).

Major [Rank 6]

Thermal Regulators - Chance to prevent losing Heat at the start of the turn that increases with current Heat levels.

Super-heated Blades - Ripjack attacks will pierce armor based on current Heat levels

Rip and Tear - Ripjack attacks will shred armor and, with high enough Heat, will also rupture organic targets.

Colonel [Rank 7]

Combat Presence - Activate to give a squadmate an extra action.

Hit and Run - Once per turn, get a movement-only action refunded after securing a kill with a turn-ending melee attack.

Ruthless - Gain +1 Damage and +20% Critical Hit Chance on all melee attacks.


Available Training Center Abilities

Tactical Rigging - Gain an additional utility inventory slot.

Flush'em Out - Take a shot that is more likely to hit a target (+30% chance to hit) and, if it lands, forces them to move, but can only deal half damage. Uses 2 ammo.

Total Combat - Throwing a grenade or using an item no longer ends the turn. Note, doesn't work with Heavy Weapons.

Impressive Strength - Gain +2 HP and +30% grenade throw range.

Lightning Reflexes - Gain +25% defense against all incoming reaction attacks. The first reaction attack each turn that would have otherwise hit you is ignored.

Return Fire - Up to 2 times per turn, return fire with your Bullpup when targeted by enemy attacks.

Unbreakable - Gain immunity to panic, mind control, and stuns.

Whiplash - Lash attack that does double damage to mechanical enemies. Free action, 1 charge per mission.

Cool Under Pressure - Reaction shots have +10% chance to hit and can now generate Critical Hits.

Shredder - Shots with your Bullpup shred armor.


You can also reference the GoogleDoc Here[docs.google.com] to view the abilities in a table format.
Last edited by shiremct; 24 May, 2021 @ 8:51pm